--- name: unity-skills-index description: Index of all Unity Skills modules with per-module mode labels (SA/FA/Mixed). Use to find which module covers a task before loading its doc. --- ## Triggers - Browsing the module catalog - Finding which module handles a task - Checking mode requirements - 浏览模块目录、查找某事由哪个模块处理、确认模式要求 # Unity Skills - Module Index Module docs. Start with [../SKILL.md](../SKILL.md) for mode switching and schema-first rules. > **Multi-instance**: For version-specific projects, call `unity_skills.set_unity_version(...)` first. > **Schema-first**: Exact signatures come from the root quick reference, from `GET /skills/recommend?intent=&includeSchema=true&topN=3&wire=v2` (`unity_skills.find_skills(intent, top_n=3, include_schema=True, wire="v2")`), or from `GET /skills/schema?names=a,b&wire=v2` when the name is known; the full `GET /skills/schema` (`unity_skills.get_skill_schema()`) is ~707 KB. Load module docs for workflow guidance and guardrails. > **Split modules**: `gameobject`, `component`, `batch` and `script` keep their shared rules and skill list in `SKILL.md` and each skill's parameter table, item fields and return shape in `reference/.md` (one small file per skill), rarely needed once the schema's parameter notes are in hand. ## Modules > **Mode legend** (v1.9.0+, caller-facing — describes what the caller can do, not the C# attribute): > - `SA` — module skills mostly run directly in **all three modes** (Approval / Auto / Bypass) without a grant. > - `FA` — module skills mostly require **user grant** under Approval (single-shot one-step execution); under Auto / Bypass they run directly with audit only. > - `Mixed` — module is split between SA and FA; check per-skill `mode` before calling (`GET /skills?full=1`, or the scoped `GET /skills/schema?category=` — bare `GET /skills` is the brief directory and carries no `mode`). > - Suffix `*` — module contains auto-forbidden skills (Delete / Play Mode / Domain Reload / high-risk). These return `MODE_FORBIDDEN` under Approval and Auto; only **Bypass** runs them, **or** the user can permanently allow them via the Allowlist. Never attempt grant for them. > > Labels are guidance only; the per-skill `mode` field (`GET /skills?full=1` / `GET /skills/schema?category=`) is authoritative. | Module | Mode | Description | Batch Support | |--------|:----:|-------------|---------------| | [gameobject](./gameobject/SKILL.md) | FA* | Object create/move/parent | Yes | | [component](./component/SKILL.md) | Mixed* | Component add/remove/configure | Yes | | [material](./material/SKILL.md) | FA | Material property edits | Yes | | [light](./light/SKILL.md) | FA | Light create/configure | Yes | | [prefab](./prefab/SKILL.md) | FA | Prefab create/apply/spawn | Yes | | [asset](./asset/SKILL.md) | SA* | Asset refresh/find/info | Yes | | [batch](./batch/SKILL.md) | SA | Batch and async jobs | Built-in | | [ui](./ui/SKILL.md) | FA | UGUI Canvas/UI creation | Yes | | [uitoolkit](./uitoolkit/SKILL.md) | Mixed* | UXML/USS/UIDocument | No | | [script](./script/SKILL.md) | SA* | Script create/read/update | Yes | | [scene](./scene/SKILL.md) | SA* | Scene load/save/query | No | | [editor](./editor/SKILL.md) | SA* | Play/select/undo/redo/change journal | No | | [animator](./animator/SKILL.md) | FA | Animator controllers | No | | [shader](./shader/SKILL.md) | Mixed* | Shader create/list | No | | [shadergraph](./shadergraph/SKILL.md) | Mixed* | Shader Graph create/inspect/blackboard edit/constrained node editing | No | | [graphics](./graphics/SKILL.md) | Mixed | GraphicsSettings / QualitySettings / SRP assets | No | | [volume](./volume/SKILL.md) | Mixed* | Volume / VolumeProfile / VolumeComponent | No | | [postprocess](./postprocess/SKILL.md) | FA* | Modern URP/HDRP post-processing | No | | [urp](./urp/SKILL.md) | Mixed* | URP asset / renderer / renderer features | No | | [decal](./decal/SKILL.md) | Mixed* | URP Decal Projector workflow | Yes | | [console](./console/SKILL.md) | SA | Log capture/filter | No | | [validation](./validation/SKILL.md) | SA* | Broken reference checks | No | | [importer](./importer/SKILL.md) | Mixed | Texture/audio/model import | Yes | | [cinemachine](./cinemachine/SKILL.md) | FA* | VCam operations | No | | [probuilder](./probuilder/SKILL.md) | FA* | ProBuilder mesh edits | No | | [xr](./xr/SKILL.md) | FA | XRI setup | No | | [terrain](./terrain/SKILL.md) | FA | Terrain create/paint | No | | [physics](./physics/SKILL.md) | Mixed | Raycast/overlap/gravity | No | | [navmesh](./navmesh/SKILL.md) | Mixed* | NavMesh bake/query | No | | [timeline](./timeline/SKILL.md) | FA* | Timeline tracks/clips | No | | [workflow](./workflow/SKILL.md) | SA* | Task snapshots/undo, batch orchestration | No | | [cleaner](./cleaner/SKILL.md) | SA* | Unused/duplicate assets | No | | [smart](./smart/SKILL.md) | FA* | Query/layout/auto-bind | No | | [perception](./perception/SKILL.md) | SA | Scene/project analysis | No | | [camera](./camera/SKILL.md) | FA | Scene View camera | No | | [event](./event/SKILL.md) | Mixed* | UnityEvent wiring | No | | [package](./package/SKILL.md) | Mixed* | UPM install/query | No | | [project](./project/SKILL.md) | SA* | Project info/settings | No | | [profiler](./profiler/SKILL.md) | SA | Perf statistics | No | | [optimization](./optimization/SKILL.md) | Mixed | Asset optimization | No | | [sample](./sample/SKILL.md) | Mixed* | Demo/test skills | No | | [debug](./debug/SKILL.md) | SA* | Compile/system diagnostics | No | | [test](./test/SKILL.md) | Mixed* | Unity Test Runner | No | | [bookmark](./bookmark/SKILL.md) | SA | Scene View bookmarks | No | | [history](./history/SKILL.md) | SA | Undo/redo history | No | | [scriptableobject](./scriptableobject/SKILL.md) | Mixed* | ScriptableObject assets | No | | [netcode](./netcode/SKILL.md) | Mixed* | Netcode for GameObjects setup, prefabs, lifecycle, host/server/client | Yes | | [addressables](./addressables/SKILL.md) | Mixed* | Addressables authoring: group CRUD, asset entry assignment, profile switching, content build (com.unity.addressables, reflection-based) | No | | [yooasset](./yooasset/SKILL.md) | Mixed* | YooAsset hot-update: build bundles, Collector CRUD, BuildReport asset/dependency analysis, PlayMode runtime validation, Reporter/Debugger/AssetArtScanner tools | Yes | | [dotween](./dotween/SKILL.md) | Mixed* | DOTween Pro DOTweenAnimation editor-time configuration (add/batch/stagger/tune) | Yes | | [primetween](./primetween/SKILL.md) | Mixed* | PrimeTween Free inspection, factory discovery, and runtime tween/sequence script generation | No | | [behavior](./behavior/SKILL.md) | Mixed | Unity Behavior graph assets, agents, blackboard variables (com.unity.behavior, reflection-based) | Yes | | [hybridclr](./hybridclr/SKILL.md) | Mixed* | HybridCLR hot-update settings, codegen, DLL compile/copy pipeline (com.code-philosophy.hybridclr, reflection-based) | Yes | | [qframework](./qframework/SKILL.md) | Mixed* | QFramework editor automation: architecture-layer codegen, ViewController/UIKit panel codegen, ResKit AssetBundle mark/build, architecture scan, API doc query (no UPM package, reflection-based) | Yes | ## Advisory Design Modules Documentation only — these modules define no REST skills. | Module | Description | |--------|-------------| | [project-scout](./project-scout/SKILL.md) | Inspect existing project | | [architecture](./architecture/SKILL.md) | Plan system boundaries | | [adr](./adr/SKILL.md) | Record tradeoffs | | [performance](./performance/SKILL.md) | Review hot paths | | [asmdef](./asmdef/SKILL.md) | Plan asmdef deps | | [blueprints](./blueprints/SKILL.md) | Small-game blueprints | | [script-roles](./script-roles/SKILL.md) | Assign class roles | | [scene-contracts](./scene-contracts/SKILL.md) | Define scene wiring | | [testability](./testability/SKILL.md) | Extract testable logic | | [patterns](./patterns/SKILL.md) | Choose patterns | | [async](./async/SKILL.md) | Choose async model | | [inspector](./inspector/SKILL.md) | Design authoring UX | | [scriptdesign](./scriptdesign/SKILL.md) | Review script structure | | [netcode-design](./netcode-design/SKILL.md) | Netcode source-anchored rules (lifecycle/ownership/RPC/variables/spawn/scene/transport/pitfalls) | | [yooasset-design](./yooasset-design/SKILL.md) | YooAsset v2.3.18 source-anchored rules (init/default-package shortcuts/playmode/handles/loading/update/filesystem/build/pitfalls) | | [addressables-design](./addressables-design/SKILL.md) | Addressables dual-version (1.22.3 Unity 2022 / 2.9.1 Unity 6) source-anchored rules (init/handles/loading/scene/update/download/assetref/pitfalls) with migration table | | [unitask-design](./unitask-design/SKILL.md) | UniTask 2.5.10 source-anchored rules (basics/playerloop/cancellation/composition/conversion/asyncenumerable/triggers/pitfalls) | | [dotween-design](./dotween-design/SKILL.md) | DOTween 1.3.015 source-anchored rules (basics/tween/sequence/shortcuts/ease/lifetime/integration/pitfalls) | | [primetween-design](./primetween-design/SKILL.md) | PrimeTween 1.4.6 source-anchored rules (factories/handles/sequences/cycles/callbacks/lifetime/integration) | | [shadergraph-design](./shadergraph-design/SKILL.md) | ShaderGraph dual-version source-anchored rules (versions/node subset/recipes/pitfalls/review) | | [pico-design](./pico-design/SKILL.md) | PICO Unity Integration SDK v3.4.0 doc-anchored rules (setup/rendering/interaction/MR/SecureMR/platform/API signatures/version diffs 2.x-3.4/pitfalls) | | [qframework-design](./qframework-design/SKILL.md) | QFramework v1.0.257 source-anchored rules (layers/CQRS/BindableProperty/event tools/CodeGenKit+UIKit/ResKit/ActionKit+SingletonKit/data kits/pitfalls) | | [yaml-editing](./yaml-editing/SKILL.md) | Safe hand-edit rules for serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) when REST cannot reach — reference/fileID repair, .meta/GUID safety, ProjectSettings patch, merge conflict | | [unity-cli](./unity-cli/SKILL.md) | Experimental Unity CLI on the bound project (opt-in via `Library/UnitySkills/cli_config.json`) — cold start with the Editor closed, headless test/run/build, exit codes, JSON/NDJSON contract, hard DO-NOT list | | [manual-gameobject](./manual-gameobject/SKILL.md) | Manually create GameObjects, organize the Hierarchy, and adjust Transforms using Unity Editor UI | | [manual-component](./manual-component/SKILL.md) | Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI | | [manual-material](./manual-material/SKILL.md) | Manually create and edit Materials and assign them to objects using Unity Editor UI | | [manual-scene](./manual-scene/SKILL.md) | Manually navigate, save, and manage scenes using Unity Editor UI | ## Batch-First Rule When a task touches `2+` objects in Auto / Bypass mode (or after a successful grant under Approval), prefer `*_batch` skills over repeated single-item calls. ## Skill Naming Convention Skills follow `_` or `__batch`. Use schema to verify the exact prefix list. Special: `scene_analyze`, `hierarchy_describe`, `project_stack_detect` → `perception`; `job_*` → `batch`. If a skill name does not match a valid prefix or a schema result, do not invent it.